Finding Aid to Alexander Smith’S Nutting Associates Collection, 1967-1998

Total Page:16

File Type:pdf, Size:1020Kb

Finding Aid to Alexander Smith’S Nutting Associates Collection, 1967-1998 Brian Sutton-Smith Library and Archives of Play Alexander Smith’s Nutting Associates Collection Finding Aid to Alexander Smith’s Nutting Associates Collection, 1967-1998 Summary Information Title: Alexander Smith’s Nutting Associates collection Creator: Nutting Associates (primary); Alexander Smith (secondary) ID: 117.6983 Date: 1967-1998 (inclusive); 1968-1973 (bulk) Extent: 4.3 linear feet Language: The materials in this collection are in English. Abstract: Alexander Smith’s Nutting Associates collection is a compilation of materials originally created by Nutting Associates, including photographs, slides, marketing assets, manuals, news clippings, a scrapbook, and other documentation. The bulk of the collection is dated between 1968 and 1973. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) have not been transferred, The Strong has permission to make copies in all media for museum, educational, and research purposes. Custodial History: Alexander Smith’s Nutting Associates collection was donated to The Strong in August 2017 as a gift from Alexander Smith. The papers were accessioned by The Strong under Object ID 117.6983 and were received from Smith (a librarian, researcher, and blogger) in one box. Prior to being in Smith’s possession, the materials in this collection were owned by Claire Nutting, widow of William Nutting (the founder of Nutting Associates) and were sent to Smith in 2017. (Claire Nutting received the materials from Nancy Watson, a former colleague at Nutting Associates, in 1998.) Preferred citation for publication: Alexander Smith’s Nutting Associates collection, Brian Sutton-Smith Library and Archives of Play at The Strong Processed by: Julia Novakovic, November 2017 Controlled Access Terms Personal Names Bushnell, Nolan Dabney, Ted Nutting, Claire Nutting, William (“Bill”) December 2017 Page 1 Brian Sutton-Smith Library and Archives of Play Alexander Smith’s Nutting Associates Collection Corporate Names Nutting Associates Subjects Arcades Computer Quiz (Game) Computer Space (Game) Employee handbooks Video arcades Video game industry Video games--Handbooks, manuals, etc. Video games--History Historical Note Founded by William (“Bill”) Gilbert Nutting in 1966, Nutting Associates formed following the acquisition of patent rights to EDEX Teaching Machines’ Knowledge Computer, a coin- operated, multiple-choice, question-and-answer machine that used a film projector to display questions. Following a redesign at Nutting Associates, they released the machine as Computer Quiz in 1967; the successful game popped up in airports, train stations, bowling alleys, student unions, and other venues where visitors might not have ordinarily expected to see coin-operated games. Nutting Associates produced Nolan Bushnell and Ted Dabney’s Computer Space, the first commercial arcade video game, in 1971. Nutting Associates continued manufacturing arcade games up until 1977, when the company was purchased by William “Si” Redd, a slot machine manufacturer. (The final game released by Nutting was Ricochet during that same year.) Nutting Associates was absorbed by Redd’s new company Sircoma in 1979 and effectively shuttered. Collection Scope and Content Note Alexander Smith’s Nutting Associates collection is a compilation of materials originally created by Nutting Associates. This collection contains photographs, slides, marketing assets, manuals, news clippings, a scrapbook, and other Nutting Associates documentation. The company maintained the scrapbook housed in Box 2 from late 1967 through 1969, adding clippings from trade journals and internally produced marketing materials. Additional information can be found in the Contents List section of this finding aid. Alexander Smith’s Nutting Associates collection is arranged into four series. The collection is housed in two archival document boxes and one oversized folder. December 2017 Page 2 Brian Sutton-Smith Library and Archives of Play Alexander Smith’s Nutting Associates Collection Related Materials The International Center for the History of Electronic Games at The Strong preserves examples of the Nutting Associates’ Computer Space (1971), Computer Space Ball (1973), Table Tennis (1973), and Two-Player Computer Space (1973). System of Arrangement Series I: Nutting Associates company information, 1967-1972 Series II: Computer Quiz, 1968-1972 Series III: Computer Space, 1971-1972 Series IV: Miscellaneous, 1967-1998 Contents List Series I: Nutting Associates company information, 1967-1972 Scope and Content Note: This series holds photographs, slides, an employee manual, and a company scrapbook maintained between Fall 1967 and Fall 1969. (The first page of the scrapbook in Box 2 notes, “Being a record of the appearance in print of notables of this company, advertisements of this company and of its competitors, and mention of its friends, enemies, and/or competitors as taken from the magazines and scandal sheets to which we have become privy.”) Box 1 Folder 1 Nutting Associates Employee Manual, n.d. [c. 1968-1970s] Folder 2 Nutting Associates employees and buildings photographs, c. 1968-1972 and n.d. Folder 3 Nutting Associates at trade shows and display booths photographs and slides, c. 1969-1972 and n.d. Box 2 Object 1 Nutting Associates company scrapbook, 1967-1969 Series II: Computer Quiz, 1968-1972 Scope and Content Note: This series houses Nutting Associates-produced materials on Computer Quiz (1968), including a maintenance manual, certificate of warranty, postcards, and photographs. (For more information on Computer Quiz, see also the Nutting Associates company scrapbook in Box 2.) Box 1 Folder 4 “Computer Quiz Maintenance Manual,” Nutting Associates, n.d. [c. 1968-1970s?] [2 copies] Folder 5 Computer Quiz Certificate of Warranty, n.d. [c. 1968-1970s?] Folder 6 Computer Quiz postcards, n.d. [c. 1968-1970s?] Folder 7 Computer Quiz photographs, c. 1968-1972 December 2017 Page 3 Brian Sutton-Smith Library and Archives of Play Alexander Smith’s Nutting Associates Collection Series III: Computer Space, 1971-1972 Scope and Content Note: Within this series are fliers, postcards, and oversized wiring diagram diazo prints for the Nutting Associates game Computer Space (1971). Box 1 Folder 8 Computer Space fliers, Nutting Associates, 1971 and n.d. [c. 1972?] Folder 9 Computer Space postcards, Nutting Associates, n.d. [c. 1971-1972?] Oversized Folder 1 Computer Space circuit board schematics/wiring diagrams, 1971 [2 copies] Series IV: Miscellaneous, 1967-1998 Scope and Content Note: This series contains additional materials from Nutting Associates, including photographs and slides of arcades, photographs of a Computer Space Ball cabinet, a monitor conversion kit, publicity clippings, and more. Also within this series is a folder containing a card to Bill and Claire Nutting and the return address portion of the box sent to the Nuttings which had previously included the materials in this collection. Box 1 Folder 10 Photographs and slides of arcades and game players, c. 1972 and n.d. Folder 11 Computer Space Ball photographs, c. 1972-1973 Folder 12 Miscellaneous photographs and slides, c. 1967-1973 and n.d. Folder 13 “TV-21 Conversion Kit, Assembly Manual, Wiring Diagram, Revision A,” manual and wire samples, n.d. [c. early 1970s?] Folder 14 Newspapers/magazine articles, 1967-1976 and n.d. Folder 15 Nancy Watson to Bill and Claire Nutting - provenance information, 1998 December 2017 Page 4 .
Recommended publications
  • A Neuroevolution Approach to Imitating Human-Like Play in Ms
    A Neuroevolution Approach to Imitating Human-Like Play in Ms. Pac-Man Video Game Maximiliano Miranda, Antonio A. S´anchez-Ruiz, and Federico Peinado Departamento de Ingenier´ıadel Software e Inteligencia Artificial Universidad Complutense de Madrid c/ Profesor Jos´eGarc´ıaSantesmases 9, 28040 Madrid (Spain) [email protected] - [email protected] - [email protected] http://www.narratech.com Abstract. Simulating human behaviour when playing computer games has been recently proposed as a challenge for researchers on Artificial Intelligence. As part of our exploration of approaches that perform well both in terms of the instrumental similarity measure and the phenomeno- logical evaluation by human spectators, we are developing virtual players using Neuroevolution. This is a form of Machine Learning that employs Evolutionary Algorithms to train Artificial Neural Networks by consider- ing the weights of these networks as chromosomes for the application of genetic algorithms. Results strongly depend on the fitness function that is used, which tries to characterise the human-likeness of a machine- controlled player. Designing this function is complex and it must be implemented for specific games. In this work we use the classic game Ms. Pac-Man as an scenario for comparing two different methodologies. The first one uses raw data extracted directly from human traces, i.e. the set of movements executed by a real player and their corresponding time stamps. The second methodology adds more elaborated game-level parameters as the final score, the average distance to the closest ghost, and the number of changes in the player's route. We assess the impor- tance of these features for imitating human-like play, aiming to obtain findings that would be useful for many other games.
    [Show full text]
  • Finding Aid to the Atari Coin-Op Division Corporate Records, 1969-2002
    Brian Sutton-Smith Library and Archives of Play Atari Coin-Op Division Corporate Records Finding Aid to the Atari Coin-Op Division Corporate Records, 1969-2002 Summary Information Title: Atari Coin-Op Division corporate records Creator: Atari, Inc. coin-operated games division (primary) ID: 114.6238 Date: 1969-2002 (inclusive); 1974-1998 (bulk) Extent: 600 linear feet (physical); 18.8 GB (digital) Language: The materials in this collection are primarily in English, although there a few instances of Japanese. Abstract: The Atari Coin-Op records comprise 600 linear feet of game design documents, memos, focus group reports, market research reports, marketing materials, arcade cabinet drawings, schematics, artwork, photographs, videos, and publication material. Much of the material is oversized. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) have not been transferred, The Strong has permission to make copies in all media for museum, educational, and research purposes. Conditions Governing Access: At this time, audiovisual and digital files in this collection are limited to on-site researchers only. It is possible that certain formats may be inaccessible or restricted. Custodial History: The Atari Coin-Op Division corporate records were acquired by The Strong in June 2014 from Scott Evans. The records were accessioned by The Strong under Object ID 114.6238.
    [Show full text]
  • RUSQ Vol. 58, No. 4
    THE ALERT COLLECTOR Mark Shores, Editor Kristen Nyitray began her immersion in video games with an Atari 2600 and ColecoVision console and checking out Game On to games from her local public library. Later in life, she had the opportunity to start building a video game studies col- lection in her professional career as an archivist and special Game After collections librarian. While that project has since ended, you get the benefit of her expansive knowledge of video game sources in “Game On to Game After: Sources for Video Game Sources for Video History.” There is much in this column to help librarians wanting to support research in this important entertainment Game History form. Ready player one?—Editor ideo games have emerged as a ubiquitous and dominant form of entertainment as evidenced by statistics compiled in the United States and pub- lished by the Entertainment Software Association: V60 percent of Americans play video and/or computer games daily; 70 percent of gamers are 18 and older; the average age of a player is 34; adult women constitute 33 percent of play- ers; and sales in the United States were estimated in 2017 at $36 billion.1 What constitutes a video game? This seemingly simple question has spurred much technical and philosophical debate. To this point, in 2010 I founded with Raiford Guins (professor of cinema and media studies, the Media School, Kristen J. Nyitray Indiana University) the William A. Higinbotham Game Studies Collection (2010–2016), named in honor of physi- Kristen J. Nyitray is Director of Special Collections cist Higinbotham, developer of the analog computer game and University Archives, and University Archivist at Tennis for Two (as it is most commonly known).2 This game Stony Brook University, State University of New York.
    [Show full text]
  • New Joysticks Available for Your Atari 2600
    May Your Holiday Season Be a Classic One Classic Gamer Magazine Classic Gamer Magazine December 2000 3 The Xonox List 27 Teach Your Children Well 28 Games of Blame 29 Mit’s Revenge 31 The Odyssey Challenger Series 34 Interview With Bob Rosha 38 Atari Arcade Hits Review 41 Jaguar: Straight From the Cat’s 43 Mouth 6 Homebrew Review 44 24 Dear Santa 46 CGM Online Reset 5 22 So, what’s Happening with CGM Newswire 6 our website? Upcoming Releases 8 In the coming months we’ll Book Review: The First Quarter 9 be expanding our web pres- Classic Ad: “Fonz” from 1976 10 ence with more articles, games and classic gaming merchan- Lost Arcade Classic: Guzzler 11 dise. Right now we’re even The Games We Love to Hate 12 shilling Classic Gamer Maga- zine merchandise such as The X-Games 14 t-shirts and coffee mugs. Are These Games Unplayable? 16 So be sure to check online with us for all the latest and My Favorite Hedgehog 18 greatest in classic gaming news Ode to Arcade Art 20 and fun. Roland’s Rat Race for the C-64 22 www.classicgamer.com Survival Island 24 Head ‘em Off at the Past 48 Classic Ad: “K.C. Munchkin” 1982 49 My .025 50 Make it So, Mr. Borf! Dragon’s Lair 52 and Space Ace DVD Review How I Tapped Out on Tapper 54 Classifieds 55 Poetry Contest Winners 55 CVG 101: What I Learned Over 56 Summer Vacation Atari’s Misplays and Bogey’s 58 46 Deep Thaw 62 38 Classic Gamer Magazine December 2000 4 “Those who cannot remember the past are condemned to Issue 5 repeat it” - George Santayana December 2000 Editor-in-Chief “Unfortunately, those of us who do remember the past are Chris Cavanaugh condemned to repeat it with them." - unaccredited [email protected] Managing Editor -Box, Dreamcast, Play- and the X-Box? Well, much to Sarah Thomas [email protected] Station, PlayStation 2, the chagrin of Microsoft bashers Gamecube, Nintendo 64, everywhere, there is one rule of Contributing Writers Indrema, Nuon, Game business that should never be X Mark Androvich Boy Advance, and the home forgotten: Never bet against Bill.
    [Show full text]
  • Building a Music Rhythm Video Game Information Systems and Computer
    Building a music rhythm video game Ruben Rodrigues Rebelo Thesis to obtain the Master of Science Degree in Information Systems and Computer Engineering Supervisor: Prof. Rui Filipe Fernandes Prada Examination Committee Chairperson: Nuno Joao˜ Neves Mamede Supervisor: Prof. Rui Filipe Fernandes Prada Member of the Committee: Carlos Antonio´ Roque Martinho November 2016 Acknowledgments I would like to thank my supervisor, Prof. Rui Prada for the support and for making believe that my work in this thesis was not only possible, but also making me view that this work was important for myself. Also I want to thank Carla Boura Costa for helping me through this difficult stage and clarify my doubts that I was encountered this year. For the friends that I made this last year. Thank you to Miguel Faria, Tiago Santos, Nuno Xu, Bruno Henriques, Diogo Rato, Joana Condec¸o, Ana Salta, Andre´ Pires and Miguel Pires for being my friends and have the most interesting conversations (and sometimes funny too) that I haven’t heard in years. And a thank you to Vaniaˆ Mendonc¸a for reading my dissertation and suggest improvements. To my first friends that I made when I entered IST-Taguspark, thank you to Elvio´ Abreu, Fabio´ Alves and David Silva for your support. A small thank you to Prof. Lu´ısa Coheur for letting me and my origamis fill some of the space in the room of her students. A special thanks for Inesˆ Fernandes for inspire me to have the idea for the game of the thesis, and for giving special ideas that I wish to implement in a final version of the game.
    [Show full text]
  • The History of Nintendo: the Company, Consoles and Games
    San Jose State University SJSU ScholarWorks ART 108: Introduction to Games Studies Art and Art History & Design Departments Fall 12-2020 The History of Nintendo: the Company, Consoles And Games Laurie Takeda San Jose State University Follow this and additional works at: https://scholarworks.sjsu.edu/art108 Part of the Computer Sciences Commons, and the Game Design Commons Recommended Citation Laurie Takeda. "The History of Nintendo: the Company, Consoles And Games" ART 108: Introduction to Games Studies (2020). This Final Class Paper is brought to you for free and open access by the Art and Art History & Design Departments at SJSU ScholarWorks. It has been accepted for inclusion in ART 108: Introduction to Games Studies by an authorized administrator of SJSU ScholarWorks. For more information, please contact [email protected]. The history of Nintendo: the company, consoles and games Introduction A handful of the most popular video games from Mario to The Legend of Zelda, and video game consoles from the Nintendo Entertainment System to the Nintendo Switch, were all created and developed by the same company. That company is Nintendo. From its beginning, Nintendo was not a video gaming company. Since the company’s first launch of the Nintendo Entertainment System, or NES, to the present day of the latest release of the Nintendo Switch from 2017, they have sold over 5 billion video games and over 779 million hardware units globally, according to Nintendo UK (Nintendo UK). As Nintendo continues to release new video games and consoles, they have become one of the top gaming companies, competing alongside Sony and Microsoft.
    [Show full text]
  • The Real Inventors of Arcade Videogames Copy
    1. The “real” Inventors of Arcade Videogames? As more and more of the early history of videogames comes to light, perceptions of who did what and when keep changing. For example: In a recent paper written by Professor Henry Lowood (Curator for History of Science & Technology Collections; Germanic Collections; Film & Media Collections, Stanford University) entitled “Meditations about Pong from different perspectives”, he reminds us of the story of the summer project of a “recently” (1970) graduated SAIL (Stanford University) student, Bill Pitts, and his friend, Hugh Tuck, as follows: “ The Galaxy Game was a coin-operated computer game for the newly released PDP 11/20, DEC's first 16-bit computer. DEC had fit the PDP 11 into a relatively small box and listed it for a mere $20,000, hoping thereby to open "new markets and new applications." Pitts and Tuck formed a company called Computer Recreations, bought the low-end version of the PDP-11 for only $13,000 and converted the PDP-10 version Spacewar! for this machine, including a Hewlett-Packard vector display, wooden cabinet, and other parts, their expenses came to roughly $20,000. In September 1971, they installed it in Stanford’s student union, where a later version that supported up to four monitors (eight players) could be found until 1979. The Galaxy Game was faithful not only to Spacewar!, but also to the player community (university students and computer engineers) and technical configuration (software code, vector displays, timesharing, etc.) that produced it” Is this not still another story describing the invention of the arcade videogame? So who was really “first”...as if it mattered if they did it independently.
    [Show full text]
  • A Whole Different Ball Game: Playing Through 60 Years of Sports Video Games
    EXHIBITION OVERVIEW A Whole Different Ball Game: Playing through 60 Years of Sports Video Games Exhibition dates: September 14, 2018–March 10, 2019 Location: Museum of the Moving Image, 36-01 35 Ave, Astoria (Queens), NY 11106 Summary: Ever since the first video game, Tennis for Two, debuted at the Brookhaven National Laboratory’s public exhibition in 1958, video games have sought to recreate, adapt, and build upon the games Americans most regularly encounter: sports. A Whole Different Ball Game presents a selection of 44 playable sports video games spanning the last six decades, examining the complex relationships between game, sport, media, and culture. The exhibition considers what it means for full-body sports to be transposed to screens and controllers in the service of realism, who is or is not represented in sports video games, the ways broadcast sports and video games reflect one another, and the primacy of statistics in professional sports and sports simulators. Contents: The exhibition is organized in seven sections (see below for details and game list) plus a new video installation, an interactive experience, and a video screening area with bleachers. There are 44 playable games, including hand-held devices, arcade games, console and PC games played on monitors and wall projections. Additional games that are not playable are included for historical context. In addition, there is video content in the exhibition for documentation of game play and comparison to televised sports. Curators: Curator of Digital Media Jason Eppink and John Sharp (Associate Professor in the School of Art, Media, and Technology at Parsons School of Design at The New School).
    [Show full text]
  • Exploring Subjective Perception of Players' Humanity in Ms. Pac-Man
    Pac-Man or Pac-Bot? Exploring Subjective Perception of Players' Humanity in Ms. Pac-Man Maximiliano Miranda, Antonio A. S´anchez-Ruiz, and Federico Peinado Departamento de Ingenier´ıadel Software e Inteligencia Artificial Universidad Complutense de Madrid c/ Profesor Jos´eGarc´ıaSantesmases 9, 28040 Madrid (Spain) [email protected] - [email protected] - [email protected] http://www.narratech.com Abstract. Simulating human behaviour when playing video games has been recently proposed as an interesting challenge for the research com- munity on Artificial Intelligence. In the exploration on Machine Learning techniques for training virtual players (i.e. computer bots) to imitate the conduct of real (human) players, we are using the classic arcade game Ms. Pac-Man as testbed. Our research goal is to find the key features that identify human playing style in this controlled environment, so we have performed an experiment with 18 human judges on how they characterise the human likeness (or absence of it) hidden behind the movements of the player's avatar. Results suggest that, although it is relatively easy to recognize human players in this game, the factors that a judge uses to determine whether a playing style is considered human or not are multiple and very revealing for creating imitation heuristics. Keywords: Player Simulation, Virtual Humans, Believable Characters, Artificial Intelligence, Turing Test, Pac-Man, Entertainment Computing 1 Introduction Researchers on Artificial Intelligence (AI) are always looking for problems that are challenging but feasible at the same time, in order to progress their mis- sion of recreating intelligence in a computer. Imitating video game players has been recently considered a stimulating challenge for the AI research community, emerging several competitions on developing believable characters during the last years [1].
    [Show full text]
  • NAMCO BANDAI Holdings Inc
    NAMCO BANDAI Holdings Inc. Annual Report NAMCO BANDAI Holdings Inc. 2010 www.bandainamco.co.jp/ Annual Report 2010 NAMCO BANDAI Holdings Inc. Printed in Japan Profile The BANDAI NAMCO Group develops entertainment-related products and services in a wide range of fields, including toys, game software, arcade game machines, visual content, music content, and amuse- ment facilities. We aim to become a “Globally Recognized Entertainment Group” by establishing a strong operational foundation in Japan while aggressively developing operations in overseas markets to secure future growth. Our Mission Statement Dreams, Fun and Inspiration “Dreams, Fun and Inspiration” are the Engine of Happiness. Through our entertainment products and services, BANDAI NAMCO will continue to provide “Dreams, Fun and Inspiration” to people around the world, based on our boundless creativity and enthusiasm. Our Vision The Leading Innovator in Global Entertainment As an entertainment leader across the ages, BANDAI NAMCO is constantly exploring new areas and heights in entertainment. We aim to be loved by people who have fun and will earn their trust as the “Leading Innovator in Global Entertainment.” RESTART In April 2010, the BANDAI NAMCO Group launched the Restart Plan to counter the lengthening economic slump and the Group’s declining performance. Under the Restart Plan, the Group will work to bolster its operational foundation to support the implementation of the current Mid-term Business Plan. Goals of the Restart Plan • Transforming into a speedy group • Improving
    [Show full text]
  • A Brief History of Arcade Video Game Display Technologies - from CRT Displays to Real Time Graphics
    Research paper A brief history of arcade video game display technologies - From CRT displays to real time graphics- Yukiharu SAMBE [Translation from Synthesiology, Vol.6, No.2, p.93-102 (2013)] Since the rise of the market in the 1970s, arcade video games have evolved via the adoption of various display technologies. Initially transistor-to-transistor logic (TTL) was used, then bitmapped display—as seen in the smash hit Space Invaders—was adopted. Later display technologies include sprite display technology, an arcade industry innovation that played an important role in expanding the market, and real time polygon displays incorporating very fast numerical operations such as DSP. The arcade business has been an early adopter, introducing, developing, and utilizing new display technologies years before they appear in other industries. These arcade game technologies led to the development of many other new entertainment systems, such as home console games, mobile phone contents, and even network (downloadable) karaoke. This paper describes the evolution of arcade game display hardware technologies and its background. Keywords : Video game hardware, arcade game, sprite display, real-time polygon display 1 Introduction until the early 1970s release of the arcade PONG by Nolan Bushnell’s Atari, Inc. Gaining inspiration from this game, The world video game market is about 5 trillion yen in size.[1][2] Japanese arcade game engineers engaged in their own original Japan’s share is 20 % of this figure, with the Japanese domestic research and development. Worldwide hit Space Invaders market divided into home console games and arcade games (1978, Taito Corporation, developed by Tomohiro Nishikado) (also called “game center” games or commercial games).
    [Show full text]
  • Video Game History & Genres
    Video Game History & Genres A Brief History of Video Game httpp//://www. games pot.com /games pot /features /video /hov /i ndex.html 456340-1 Fa ll 2009 9/14/2009 Kyoung Shin Park Multimedia Engineering Dankook University 2 Before the Games: 1889-1970 Before the Games: 1889-1970 1889 1951 FjiFusajiro YhiblihhYamauchi establishes the MfkMarufuku Company to RlhBRalph Baer, an engiineer w ith Lora l, a company tha t deve lops an d manufacture and distribute Hanafuda (flower cards), Japanese manufactures complex military airborne electronics, is instructed playing cards. 1951 – Changes name to The Nintendo Playing Card to "build the best TV set in the world." Baer suggests they add Company. "Nintendo" means "leave luck to heaven." some kind of interactive game to the TV set to distinguish it from other companies' TVs, but management ignores the idea. 1954 Former US Korean War veteran David Rosen starts Service Games to export coin-op machines to Japan. In the 1960s, Rosen made his own coin-oppgerated games, so he p urchases a Tok yjyo jukebox and slot-machine company. 1947 The name SEGA, short for "SErvice GAmes," is stamped on the games . Akio Morita and Masaru Ibuka establish Tokyo Telecommunications Engineering Company. Licensed transistor from Bell Labs in 1952. The transistor radio is a success in Japan, and Ibuka and Morita begggin looking at marketing gp their products in the United States and Europe. Sony was born (from Latin word sonus (sound)). 3 4 Before the Games: 1889-1970 Before the Games: 1889-1970 1958 1962 BkhNtilLbhiitBrookhaven National Lab physicist WillWilly HiHigi in bo tham NlNolan Bus hne ll enrolls in engi ineer ing sc hoo l at t he Un ivers ity o f invents interactive table-tennis-like game on an Utah, where he is first exposed to Russell's Spacewar.
    [Show full text]